#ifdef GL_ES
    precision mediump float;
#endif

varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;

uniform float sampleNum;

void main() {
    //gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
	vec4 newColor=texture2D(u_texture, v_texCoords);
	//newColor.rgb=newColor.rgb*0.2;
	if(mod(v_texCoords.y*sampleNum,2.0)>1.0 && newColor.a!=0){
		newColor.a*=0.1;
	}
	
    gl_FragColor = newColor;
}